Tillable terrain doesn't actually tile

Could the issues be due to file formal interpolation?
16bit being what you need, vs noise generation only having 255 levels?

another hiccup. If you move tiles at gameplay, then won’t you need an underlying mesh impostor to still show for the rendering to happen?
Otherwise I guess you’d be dealing with a 9x9 tile setup in which as you approach the next tile, the edge tiles shift over in the other direction.
Its not impossible its a perfoemance issue.
Keeping 9 tiles loaded (when all you possibly need max is 4) is costly to performance…